Originally posted by Deathmax
Well, since ModLoader is unusable since 37a, we have gotten native mod support working again.
Note: You need atleast Build 10732-2 for this to work, older builds will bug out.
Lets go step by step.
How to convert existing ModLoader mods into native mods
First of all, you need your mod. Mods are like structured something like this, depending on which file they load :
\---Mod
\---maps
\---mp
\---gametypes
1) Just take everything from maps onwards, so you should be left with
\---maps
\---mp
\---gametypes
2) Now use a compression tool and zip the folder up, maintaining the original folder structure.
3) Rename the extension to .iwd.
Congratulations, you have made the file that is going to be loaded into the game.
How to load the mod
Now to actually loading the mods.
1) Make a new folder in the root of your MW2 folder called "mods"
2) In the "mods" folder, make a new folder with the name of your mod, for example "MyMod"
3) In your mod folder, place the .iwd file you made earlier into the folder. The .iwd can be named anything.
At this point you should have a folder structure like this :
\---Modern Warfare 2
\---mods
\---modname
4) Run the game
5) Type in fs_game mods/MODNAMEHERE . Note that MODNAMEHERE is the name of the folder you created in "mods".
6) Type in vid_restart and start a game, the mod should have loaded if everything was done correctly.
A few extra things
a) fs_game can be done anywhere, however in-game it should be preceded by map_restart instead of vid_restart, and its not advisable to change it while in a party.
b) Your stats will reset since the game generates new stats for every different mod that is loaded. Don't worry, your normal stats have not been reset.
Yay for level-mods not screwing up your legit stats
c) Encrypted mods will not work as this isn't ModLoader.
d) Here is an example of how a correct mod looks like and its folder structure, the mod I'm using here is scoutknivez :
You must login or register to view this content.. In this example, you'd use fs_game mods/scoutzknifez to load the mod.
e) fs_game "" will cause the game to load back to normal.
f) Unlike ModLoader, this is OS-independent.
Using something to compile mods
Batch file
First you need 7za from here : You must login or register to view this content.
You also need the batch file here : You must login or register to view this content.
1) Place both 7za.exe and compile_mods.bat into the same folder.
2) Place your mod starting with the maps folder into the same folder as above.
3) Run compile_mod.bat and type in the .iwd name(z_* will always be loaded first in the game).
4) You should end up with a .iwd which can be used following "How to load the mod" above.
GUI app
Get the app from here : You must login or register to view this content.
1) Run the app
2) In the first textbox select the maps\ folder.
3) In the second textbox select where you want the .iwd file to go (It can be anywhere, but if you want to save the trouble of moving it, just select your mods\modname folder.
4) Press compile